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Finding duplicate labels in behavioral data
An application for E-Sport analytics
Mehdi Kaytoue
2016, Ekaterinburg, Russia
Une histoire de cigognes...
My hometown My teddy-bear Ekaterinburg
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 2 / 59
Short bio
2011 – Ph. D. from University de Lorraine, Nancy, France: Mining
numerical data with formal concept analysis with Amedeo Napoli and
a strong collaboration with Sergei O. Kuznetsov.
2011 – Post-doc in Belo Horizonte (Brazil) with Wagner Meira Jr.
2012 – Assistant professor at INSA Lyon, team data mining and
machine learning lead (at the time) by Jean-Fran¸cois Boulicaut (now
by C´eline Robardet).
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 3 / 59
What I could have been talking about
Constrained pattern mining
A database, e.g. transaction database
A fixed pattern shape, e.g. itemsets
A search space of all possible patterns (generally a lattice)
Several constraints, e.g. min. frequency
Goal: complete, correct, (non redundant) extraction of patterns sat.
the constraints
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 4 / 59
What I could have been talking about
Constrained pattern mining
Numerical data, sequential data, graph data, augmented graphs, ...
Family of constraints, bounds
Discriminant patterns
Formal and generic frameworks, e.g. Formal Concept Analysis
Generic algorithms and pattern domains that can be applied in many
application domains
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 5 / 59
Patterns in dynamic attributed graphs
• Triggering patterns: attribute variations

can impact the topology of the graph

< {a+, b+}, {c-},{deg+} >
17
Supervised descriptive
rules discovery
description —> class label(s)
Langages with different expressivity
Heuristic approaches (beam search)
Subgroup discovery:

stat. distribution of classes
Redescription mining:

Jaccard betwen the supports
Pareto frontiers:

when several measures
18
Telematics
Mobility trace
Asset 290 –
6 h
Asset 290 –
Journalism
• Mr. Y says: unemployment
decreases!
• He is not wrong but…
• Politicians are experts for
giving facts true in the
favorable contexte
• A context = a pattern!

the goal is to re-
contextualize the fact
automatically
Mandat
Mr. Y
Mandat
Mr. X
Contextualized sub-graph mining
Sous-graphe des jeunes, le lundi

avec un abonnement velov
Event detection from social media
But today ...
League of Legends – NA LCS Summer Final
Madison Square Garden in New York, NY (19 August 2015)
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 6 / 59
Competitive gaming is raising drastically
Video game is a lucrative
industry
People enjoy watching other
playing (streaming via
Twitch.tv)
E-sports: professional
cyberathletes with teams,
commentators, sponsors,
cash prizes, ... ; between
sport and pure marketing
G. Cheung and J. Huang.
Starcraft from the stands: understanding the game spectator.
In SIGCHI Conference on Human Factors in Computing Systems. ACM, 2011, pp. 763–772.
M. Kaytoue, A. Silva, L. Cerf, W. Meira Jr. et C. Ra¨ıssi
Watch me playing, i am a professional: a first study on video game live streaming.
In WWW 2012 (Companion Volume), pages 1181–1188. ACM, 2012.
T. L. Taylor
Raising the Stakes:E-Sports and the Professionalization of Computer Gaming.
In MIT Press, 2012.
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 7 / 59
A lot of challenges
Millions of games played on a
daily basis
Security issues
Bugs, cheaters
Balance issues
Fun vs challenging agents
Profiling & prediction
Match preparation
Playground for AI research
Arthur von Eschen
Machine Learning and Data Mining in Call of Duty (invited industrial talk).
European Conference on Machine Learning and Knowledge Discovery in Databases,
ECML/PKDD, Nancy, France, Sept. 2014)
S. Ontanon, G. Synnaeve, A. Uriarte, F. Richoux, D. Churchill, and M. Preuss,
A survey of real-time strategy game ai research and competition in starcraft.
Computational Intelligence and AI in Games, IEEE Transactions on, vol. 5, no. 4, pp. 293–311, 2013.)
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 8 / 59
StarCraft II: real time strategy game
Description
Two players are battling against each other on a map
Each chooses a faction (Zerg, Terran, Protoss: 6 different match-up
are possible)
Goal: use units to gather resources, to create buildings that can
produce units ... establish a strategy (choose the right buildings and
army composition) to destroy your opponent.
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 9 / 59
Observation 1
Players and teams observe
game records of others
Complete game logs are
available
Global ranking as well (such
as ATP in tennis)
More and more players use sev-
eral [un-]official accounts to
hide their games and not being
studied by the others
http://leagueoflegends.wikia.com/wiki/Smurf
https://www.reddit.com/r/starcraft/comments/3gkfso/sc2_who_is_that_smurf/
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 10 / 59
Problem 1
Player1 Avatar1
Player2 Avatar2
Match
Avatar3
Viewers
?||||||||
Can we identify if two avatars belong to the same player?
We have huge amounts of behavioral data!
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 11 / 59
Observation 2 and problem 2
Esport has all elements of a sport (pro, amateurs, coach,
commentators, competition with high prizes, sponsors ...)
Studying the strategies of the players is a key problem
Can we discover automatically strategies from game traces?
Game editors need balanced games
Players need to discover frequent strategies of their opponents
Discovering patterns reveling strategies characteristic of a player of
a win/loss in general
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 12 / 59
Outline
1 Predictive models from behavioral data
2 Unscrambling confusion matrices to identify aliases
3 Enumerating the lattice of binary classifiers
4 Discovering strategies and balance issues
5 Conclusion
Behavioral data as replay files
The RTS game StarCraft 2:
to improve strategy execution,
players
assign control groups to
units and buildings,
bind them to keyboard
hotkeys (1, 2, ..., 9, 0),
use them intensively along
with the mouse
(see on Youtube ’moon
APM demo’) Source: Yan et al., SIGCHI2015
Avatar Game trace Outcome
RorO s,s,hotkey4a,s,hotkey3a,s,hotkey3s, ... Lose
TAiLS Base,hotkey1a,s,hotkey1s,s,hotkey1s, ... Win
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 14 / 59
Keyboard usage patterns
Hypothesis
A player cannot hide behavioural patterns when changing avatars
0510152025 OOOOOOOOOOOOOX OOOOOOOOOOOOOOOOOOOOX OOOOXX OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOX OOOOOOOOOOOOOOOOOOX OOX OOOOXX OOOOOOOOOX OOOOOOOOOOOOOXXXX OOOOOOOOOOOOX OOOOOOOOOOOOOX OOOOOOOOX OOOOOOOOOOOOOXXX OOOOOOOOOOOOOXX OOOOOXXX OOX OOXXXXXXXXXX OOOOXXX OOX OOOX OOOXXXX OOX OOXXXX OOOOOXXX OOOOX OOOOX OOOXXX OOOOOOOX OOOOOOOOXXXX OOOOOOOXXXXX OOXXXXXXXX OXXXXXXXXXXXXXXXXXXXXXXXXXXXX OXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX OXXXXXX OOOXXXXXXXXXXXX OOXXXXXX OXXXXXXXXXXXXX OOOXXXXXXXXXX OOOOXXXXXXXX OOXXXXXXXXXXXXXXX OX OOOOOXX OXXX OXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX OOOOOOXXXXXXXXXXXXXX OOXXXXXXXXXXXX OXXXXXXXXXXXXXXXXXXXXXXXXXXX OOOOOOOOOOOOOOOXX OXXXX OXXXXXXXXXXXX OOXXXXXXXXXXXXXXXXXXXXXX OX OOOX OXXX OOOOOOOX OOOOOOOOXX OX OX OOOOOOOOOOX OX OOOOOOOOOO
Dendogram of a hierarchical clustering from 708 traces from 354
games: each color denotes a unique avatar
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 15 / 59
Predictive models with high accuracy
101 102 103 1040.5
0.6
0.7
0.8
0.9
1.0
Precision
θ=5
j48
smo
nbayes
knn
101 102 103 1040.5
0.6
0.7
0.8
0.9
1.0θ=10
j48
smo
nbayes
knn
101 102 103 104
log(τ)
0.5
0.6
0.7
0.8
0.9
1.0
Precision
θ=15
j48
smo
nbayes
knn
101 102 103 104
log(τ)
0.5
0.6
0.7
0.8
0.9
1.0θ=20
j48
smo
nbayes
knn
Precision
Hotkeys hide unique patterns
20 first seconds of the game
are enough
20 games are enough
We found a similar result, but
considering on purpose dataset
without avatar aliases, since
precision drastically drops
Eddie Q. Yan, Jeff Huang, Gifford K. Cheung.
Masters of Control: Behavioral Patterns of
Simultaneous Unit Group Manipulation in StarCraft2.
In CHI 2015, Crossings, Seoul, Korea 37–11, 2015.
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 16 / 59
The duplicate label problem
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 17 / 59
Outline
1 Predictive models from behavioral data
2 Unscrambling confusion matrices to identify aliases
3 Enumerating the lattice of binary classifiers
4 Discovering strategies and balance issues
5 Conclusion
Notations
A prediction model ρ : T → L is learned
T a set of traces
L a set of trace labels (the avatars)
Tl the set of traces generated by avatar l ∈ L
The model is evaluated (e.g. cross-validation)
ρ(t) ∈ L return the model prediction for the trace t ∈ T
Confusion matrix ˜Cρ = [ci,j /|Tli
|] with
ci,j = |{t ∈ Tli
s.t. ρ(t) = lj }|
l1 l2 l3 l4 l5
l1 0.6 0.4 0 0 0
l2 0.4 0.55 0.05 0 0
l3 0 0 0.8 0.15 0.05
l4 0 0.05 0 0.7 0.25
l5 0 0 0 0.5 0.5
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 19 / 59
Objectives
Idea: two avatars of the same player should draw a high confusion
l1 l2 l3 l4 l5
l1 0.6 0.4 0 0 0
l2 0.4 0.55 0.05 0 0
l3 0 0 0.8 0.15 0.05
l4 0 0.05 0 0.7 0.25
l5 0 0 0 0.5 0.5
We are searching for pairs of labels that concentrate the confusion
(arbitrary sets are left for later)
˜Cρ
ij
˜Cρ
ji
˜Cρ
ii
˜Cρ
jj
˜Cρ
ij + ˜Cρ
ji + ˜Cρ
ii + ˜Cρ
jj 2
... li lj ...
... ...
li ... Ci,i Ci,j ...
lj ... Cj,i Cj,j ...
... ...
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 20 / 59
Method (1/2): extract fuzzy concepts
Formal Concept Analysis (FCA) with a fuzzy set intersection
Each label (row) is considered as a fuzzy set
Labels and their (fuzzy) intersections form a semi-lattice
Closed sets are extracted and scored (monotone)
M. Kaytoue, V. Codocedo, A. Buzmakov, J. Baixeries, S.O. Kuznetsov, A. Napoli:
Pattern Structures and Concept Lattices for Data Mining and Knowledge Processing.
ECML/PKDD 2015, Nectar track
Example
l1 l2 l3 l4 l5
l1 0.6 0.4 0 0 0
l2 0.4 0.55 0.05 0 0
l3 0 0 0.8 0.15 0.05
l4 0 0.05 0 0.7 0.25
l5 0 0 0 0.5 0.5
δ(l1) = {l0.6
1 , l0.4
2 , l0
3 , l0
4 , l0
5 }
δ(l2) = {l0.4
1 , l0.55
2 , l0.05
3 , l0
4 , l0
5 }
d = δ(l1) δ(l2) = {l0.4
1 , l0.4
2 , l0
3 , l0
4 , l0
5 }
support(d) = {l1, l2}
s(d) =
|L|
j=1
dj
= 0.8
The pair (l1, l2) is an avatar alias candidate
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 21 / 59
Method (2/2): rank and filter pairs
Candidate pairs are scored
A cosine similarity is used, the highest the better
cluster score(ai , aj ) = cosine( ˜Cρ
ii , ˜Cρ
ij , ˜Cρ
jj , ˜Cρ
ji )
... li lj ...
... ...
li ... Ci,i Ci,j ...
lj ... Cj,i Cj,j ...
... ...
Why?
ai aj
ai 1 0
aj 1 0
cosine( 1, 0 , 0, 1 ) = 0
Candidates are ranked; the list is cut with a threshold if necessary
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 22 / 59
Experimental settings
Datasets
Collection 1 - 2014 World Championship Series: 955 one-versus-one
high level games and 171 unique players
Collection 2 - Spawning Tool Website crawl July 2014: 10,108
one-versus-one games and 3,805 players
1
10
100
1000
200 400 600 800 1000 1200 1400
Numberofgamesplayed(log-scale)
Number of players
Collection 2
Collection 1
0
20
40
60
80
100
0 100 200 300 400 500 600 700 800 900 1000
%Actions
Time (secs)
Base
Selection
SingleMineral
Hotkeys
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 23 / 59
Chosen features allow powerful prediction
101 102 103 1040.5
0.6
0.7
0.8
0.9
1.0
AUC
θ=5
j48
smo
nbayes
knn
101 102 103 1040.5
0.6
0.7
0.8
0.9
1.0θ=10
j48
smo
nbayes
knn
101 102 103 104
log(τ)
0.5
0.6
0.7
0.8
0.9
1.0
AUC
θ=15
j48
smo
nbayes
knn
101 102 103 104
log(τ)
0.5
0.6
0.7
0.8
0.9
1.0θ=20
j48
smo
nbayes
knn
AUC
101 102 103 1040.5
0.6
0.7
0.8
0.9
1.0
Precision
θ=5
j48
smo
nbayes
knn
101 102 103 1040.5
0.6
0.7
0.8
0.9
1.0θ=10
j48
smo
nbayes
knn
101 102 103 104
log(τ)
0.5
0.6
0.7
0.8
0.9
1.0
Precision
θ=15
j48
smo
nbayes
knn
101 102 103 104
log(τ)
0.5
0.6
0.7
0.8
0.9
1.0θ=20
j48
smo
nbayes
knn
Precision
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 24 / 59
Building a ground truth and evaluating aliases retrieval
Idea: each class is split into several; can we retrieve them?
Parameters:: γ = 0.2, θ = 20, λ = 0.9, τ = 90
Surrogates
Classifier F1 MAP Recall AUC Precision P@10
j48 0.468 0.824 0.805 0.904 0.33 1.0
naivebayes 0.226 0.740 0.390 0.915 0.16 0.8
smo 0.312 0.971 0.536 0.993 0.22 1.0
knn 0.567 0.822 0.976 0.882 0.4 0.9
Surrogates & URLS
Classifier F1 MAP Recall AUC Precision P@10
j48 0.588 0.907 0.606 0.866 0.57 1.0
naivebayes 0.443 0.857 0.457 0.864 0.43 1.0
smo 0.257 0.912 0.266 0.945 0.25 1.0
knn 0.670 0.937 0.691 0.874 0.65 1.0
Surrogates & URLS & Names
Classifier F1 MAP Recall AUC Precision P@10
j48 0.689 0.983 0.606 0.935 0.8 1.0
naivebayes 0.560 0.943 0.492 0.906 0.65 1.0
smo 0.258 0.949 0.227 0.960 0.3 1.0
knn 0.758 0.967 0.667 0.792 0.88 1.0
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 25 / 59
About false positive
Some FP are not (same
unique id hidden for the
experiments)
Some FP with high
score are actually the
avatars we are looking
for!
0.6 0.7 0.8 0.9 1.0 1.1
Score
0
5
10
15
20
Ranking
EGaLive - aLiveRC
SMO Top 20 : γ=0.05, θ=5, λ=0.9
SUG
URL
NAMES
FP
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 26 / 59
Outline
1 Predictive models from behavioral data
2 Unscrambling confusion matrices to identify aliases
3 Enumerating the lattice of binary classifiers
4 Discovering strategies and balance issues
5 Conclusion
Can we do better?
(bi)-cluster the confusion matrix
Cavadenti, O., V. Codocedo, J.-F. Boulicaut, et M. Kaytoue.
When cyberathletes conceal their game : Clustering confusion
matrices to identify avatar aliases.
Dans International Conference on Data Science and Advanced
Analytics (IEEE DSAA 2015).
1 2 3 4 5
1 10 8 0 0 0
2 7 8 1 0 0
3 0 0 5 3 1
4 0 1 0 12 6
5 0 0 0 5 8
The model is built a false labeling!
Some labels may be hard to be learned
Imbalanced distribution of the labels
Non enough samples for some labels
Virtual identities may be shared
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 28 / 59
General intuition
The problem of finding label duplicates
Given
a set of instances (game traces) T
each taking a label in L
Find a tolerance relation over L, that is, a set of subsets of L covering L,
possibly with non-empty intersections (more general than a partition).
Basically
A tolerance relation is an anti-chain of the lattice of label subsets (2L, ⊆)
{{l1, l2}, {l3}, {l4, l5}}
{{l1, l2, l3}, {l3, l4, l5}}
...
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 29 / 59
General idea
Build a binary classifier for all subsets of labels
L
Ø
For each, B ⊂ L, we have
a model ρB : T −→ {+, −} with + = B et − = ¯B,
provided with its confusion matrix
Desiderata
A set B ⊂ L is valid iff it represent a set of duplicate labels
How to select these valid sets?
How to avoid building 2|L| models?
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 30 / 59
F1-mesure for each label set B
Predicted
Actual
CρB + −
+ α++ α+−
− α−+ α−−
F1-mesure
Given B ⊂ L and CρB :
ϕB =
2 · α++
(2 · α++) + (α+−) + (α−+)
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 31 / 59
First constraint
Given C, D ⊂ L and E = C ∪ D.
Greedy model improvement
E is valid if
ϕE ≥ max(ϕC , ϕD)
φE
?
φc
=0.5 φD
=0.4
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 32 / 59
Is it enough? (actually it is...)
Given C, D ⊂ L and how the corresponding models classified 10 instances
C
D
C and D are probably not duplicate labels
C D
C and D are probably duplicate labels
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 33 / 59
Constraint 2
For E ⊆ L, PE is composed of the instances classified as TP, FN, FP.
Instance coverage
E ⊆ L is valid if
max(|PC |, |PD|) ≤ |PE | ≤ |PC | + |PD| − µ(PC , PD) · θ
with µ a measure (min, max) and θ ∈ [0; 1].
Intuitively, if E is valid, we should have PE = PC ∩ PD, having similar
traces.
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 34 / 59
Algorithm
Generate all subsets, level-wise, bottom-up
For each subset B ⊂ L,
Learn model ρB
Validate (crossed validation)
Compute scores
Check constraints (remove from candidates otherwise)
Continue next level with current candidates
The result is given by the maximal elements (size-wise/inclusion-wise)
L
Ø
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 35 / 59
Experimental settings
Datasets
Collection C1 - 2014 World Championship Series: 955 one-versus-one
high level games and 171 unique players
Collection C2 - Spawning Tool Website crawl July 2014: 10,108
one-versus-one games and 3,805 players
Need a ground truth from C1.
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 36 / 59
Ground truth
Imagine several traces/instances of A ∈ L.
A A A A A A
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 37 / 59
Ground truth
Imagine several traces/instances of A ∈ L.
A A A B B B
Balanced split 50% – 50%
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 37 / 59
Ground truth
Imagine several traces/instances of A ∈ L.
A A B B C C
Balanced split 33% – 33% – 33%
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 37 / 59
Ground truth
Imagine several traces/instances of A ∈ L.
A A B B B B
Imbalanced split 33 % – 66 %
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 37 / 59
Experimental results on C1
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0.25
0.50
0.75
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1_1
2_3
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1_1_1
1_1_2
1_2_3
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1_1_2_2
1_2_3_4
Proportions
Précision
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Proportions
Rappel
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50
100
1_1 2_3 1_4 1_1_1 1_1_2 1_2_3 1_1_1_1 1_1_2_2 1_2_3_4
Proportions
Durée(sec.)
classifier
SMO
RandomForest
NaiveBayes
MultilayerPerceptron
J48
IBk
New pairs found on C2 with imbalanced distribution
For example Ex-pro EGStephanoRC associated to a lIlIlIllIIII name
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 38 / 59
Outline
1 Predictive models from behavioral data
2 Unscrambling confusion matrices to identify aliases
3 Enumerating the lattice of binary classifiers
4 Discovering strategies and balance issues
5 Conclusion
Goal
Discovery of strategies
Automatically from a large set of games
Evaluate their capacity to win/loose
Framework
Sequential pattern mining
Discriminant pattern mining
Jian Pei et al.
PrefixSpan: Mining Sequential Patterns by Prefix-Projected Growth.
In ICDE, 2001.
Guozhu Dong, Jinyan Li
Efficient Mining of Emerging Patterns : Discovering Trends and Differences.
In KDD, 1999.
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 40 / 59
Sequential pattern mining
id description
s1 a{abc}{ac}d{cf }
s2 {ad}c{bc}{ae}
s3 {ef }{ab}{df }cb
s4 eg{af }cbc
Example
Set of items: I = {a, b, c, d, e, f }
Sequence : s1 = a{abc}{ac}d{cf }
Sub-sequence: abc a{abc}{ac}d{cf }
Frequent sub-sequence: cb s2, s3, s4
⇒ |supportD( cb )| = |{s2, s3, s4}| = 3 ≥ minSupp = 2
Problem : extract the complete and correct collection of frequent
sequential patterns
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 41 / 59
Emerging pattern [Dong, Li - 1999]
id description class
s1 a{abc}{ac}d{cf } +
s2 {ad}cc{bbc}{ae} +
s3 {ef }{ab}{df }cb cb −
s4 eg{af }cbcbc −
Discriminating power
Each sequence is labeled (+ or −)
A pattern is emerging if it has a high support in a class and low one
in the other
Growth-rate: gr(s, Dx ) = |support(s,Dx )|
|Dx | × |Dy |
|support(s,Dy )|
gr( cb , D−) = 2
2 × 2
1 = 2
P. K. Novak, N. Lavrac, and G. I. Webb.:
Supervised descriptive rule discovery: A unifying survey of contrast set, emerging pattern and subgroup mining..
J. Mach. Learn. Res., 10:377–403, 2009.
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 42 / 59
How to encode game logs?
Case 1 :
Sequence Winner
(j1, a){(j1, b)(j1, c)(j2, c)}{(j2, a)(j1, d)}(j2, b) j1
(j3, a){(j3, b)(j3, c)(j3, d)}{(j1, b)(j1, c)}(j1, d) j3
but we wish to generalize to + and − classes only
Case 2 :
Player sequence class
j1 a{bc}d +
j2 c{ab} −
j1 a{bcd} −
j3 {bc}d +
⇒ but we need to take into account the action/reaction principle
Proposed encoding:
Sequence
(a, +){(b, +)(c, +)(c, −)}{(a, −)(d, +)}(b, −)
(a, +){(b, +)(c, +)(d, +)}{(b, −)(c, −)}(d, −)
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 43 / 59
Definitions
Items
Sequence can take symbols in I = A × R o`u R = {+, −}.
Dual of an item, of a sequence
The dual of item i = (a, r) ∈ I is given by ˜i = (a, Rr) ∈ I.
The dual of a sequence s, denoted ˜s, is obtained by replacing each item
(a, r) ∈ I with its dual (a, Rr) ∈ I.
Example
s = {(a, −)(b, +)(c, −)}(e, +)
˜s = {(a, +)(b, −)(c, +)}(e, −)
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 44 / 59
Discriminating measure
The balance measure)
Let s be a frequent sequential pattern,
balance(s) =
|supportD(s)|
|supportD(s)| + |supportD(˜s)|
Properties
balance(s) ∈ [0; 1]
balance(s) = 0.5 ⇒ balanced strategy
balance(s) = 1 or 0 ⇒ imbalanced strategy
balance(s) + balance(˜s) = 1
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 45 / 59
PrefixSpan [Han et al., 2001]
Algorithm that enumerates frequent sequence prefixes
Input:
Sequence database (encoded game logs)
Minimal support (minSupp)
Output :
All frequent sequential patterns and only them
i1
i2 i6
i3
i4 i5
<i1>
<i1 i2> <{i1 i6}>
<i4> <i5>
<i1 i3>
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 46 / 59
Algorithms
Balance measure computation
As a post processing
Naively
For each frequent pattern, builds its dual
Scan the base to get its support
Naive optimization
i1
i1
i2
i3
i4
i5
i6
1,q2,q6,q10
1,q2,q20
1,q6
3,q7,q14
3,q8,q9
3,q6,q10,q15
i1 ...
...
...
...
...
...
...
Item Dual(Item)
i1
i2
i3
i4
i5
i6
i4
i6
i5
i1
i3
i2
SupportDual(<i1>)q=qSeq(Dual(i1),i1)q=q{3,7,14}
SupportDual(<i1qi2>)q=qIntersect(SupportDual(<i1>),Seq(Dual(i2),i1)q=q{3}
Seq
i2 i6
i3
i4 i5
<i1>
<i1qi2> <{i1qi6}>
<i4> <i5>
<i1qi3>
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 47 / 59
Algorithm
Suppressing redundant patterns
s = {(a, −)(b, +)(c, −)}(e, +)
˜s = {(a, +)(b, −)(c, +)}(e, −)
As a post process
Double search in the prefix tree
i1
Item Dual(Item)
i1
i2
i3
i4
i5
i6
i4
i6
i5
i1
i3
i2
i2 i6
i3
i4 i5
<i1>
<i1 i2> <{i1 i6}>
<i4> <i5>
<i1 i3>
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 48 / 59
Algorithms
Actually, plenty of algorithm adaptations are possible for some
particular cases of datasets
We designed an efficient and generic algorithm
Extends PrefixSpan by considering two projected databases per node.
G. Bosc, M. Kaytoue, C. Ra¨ıssy, J.-F. Boulicaut, P. Tan.
Mining Balanced Sequential Patterns in RTS Games.
European Conference on Artificial Intelligence, ECAI 2014
G. Bosc, P.Tan, J.-F. Boulicaut, C. Ra¨ıssy and M. Kaytoue
A Pattern Mining Approach to Study Strategy Balance in RTS Games.
IEEE Transactions on Computational Games and Artificial Intelligence (early access), 2015.
Another work applied to StarCraft II data
C. Low-Kam, C. Ra¨ıssi, M. Kaytoue, J. Pei
Mining Statistically Significant Sequential Patterns.
International Conference on Data Mining (ICDM) 2013.
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 49 / 59
Data collection
Scraping 371 267 replays
Filtering to keep 90 768 games, 30 678 different players
0
10000
20000
30000
40000
50000
60000
70000
80000
90000
100000
0 5 10 15 20 25 30 35 40
Replay
Time (min)
0
100
200
300
400
500
600
0 5 10 15 20 25 30 35 40
APM
Time (min)
Average + Standard deviation
Average
Average - Standard deviation
0
20
40
60
80
100
0 5 10 15 20 25 30 35 40
% Actions
Time (min)
Build
Train
Select
Move
Click
Research
Upgrade
HotKey
Minimap
Other
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 50 / 59
Sequence dataset
Data Build
Item Seq. IS I/IS
PvP 1,160 6,668 11.5 2.0
PvT 3,655 18,754 19.0 2.6
PvZ 3,748 22,784 19.6 2.7
TvT 2,201 7,457 20.7 2.8
TvZ 4,492 23,637 22.5 2.8
ZvZ 1,689 9,554 14.2 2.2
Table: Encoding building construction during the 10 first minutes
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 51 / 59
Quantitative results
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 52 / 59
Quantitative results
Symmetric axis: y = 0.5
Non perfect symmetry: if a sequence s is frequent,
it does not imply that ˜s is frequent too
Pattern with highest support are the most known strategies and are
balanced
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 53 / 59
Example of discovered patterns [Forge-Expand]
Protoss strategy in PvZ
Motivation: favor economy in early game while still being able to
defend
minSupp 5% - 591 patterns
s = {(Nexus, 5, +)}{(Gateway, 6, +)(PhotonCannon, 6, +)} -
balance(s) = 0.52
s = {(Nexus, 5, +)}{(PhotonCannon, 6, +)(Assimilator, 6, +)} -
balance(s) = 0.52
Temps (sec)
36A-A40A:
96A-A106A:
132A-A145A:
132A-A145A:
144A-A158A:
144A-A158A:
144A-A158A:
Action
Pylon
Forge
Nexus
Pylon
Gateway
PhotonACannon
AssimilatorAx2
BuildAOrderA:AForgeAExpand
Source : http://www.teamliquid.net/
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 54 / 59
Example of discovered patterns [4 Gates]
Protoss strategy in PvP
Motivation: all-in, aggressive, early game attack (scarifies economy)
minSupp 5% - 3418 motifs
s = {(Gateway, 3, +, 1) (Assimilator, 3, +, 1)} {(Cyb.Core, 4, +, 1)}
{(Gateway, 7, +, 2) (Gateway, 7, +, 3) (Gateway, 7, +, 4)} -
balance(s) = 0.59
Temps (sec)
36W-W40W:
72W-W79W:
96W-W106W:
108W-W119W:
132W-W145W:
192W-W211W:
216W-W238W:
240W-W264W:
240W-W264W:
Action
Pylon
Gateway
Assimilator
Pylon
CyberneticsWCore
Warpgate
GatewayWx3
Pylon
Assimilator
BuildWOrderW:W4WGates
Source : http://www.teamliquid.net/
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 55 / 59
Imbalanced strategies
A hot topic for game editors
TvZ + minSupp = 1% : 17 990 patterns
“Bunker-Rush” detected and imbalanced
Bunker contained 602 motifs
20 patterns with balance(s) ≥ 0.6 or ≤ 0.4 when the bunker is done in
early game
s = {(Barracks, 1, S, 1)}, {(SpPool, 4, F, 1)}, {(Bunker, 6, S, 1),
(SpCrawler, 6, F, 1)} (balance(s) = 0.61)
This balance issue has been actually corrected (May 2012): a Zerg
counter unit as been slightly improved and bunker timing is longer.
We divided the dataset into two and run a comparative analysis,
frequent patterns with bunkers are more balanced.
The code is available and can be used for other tasks!
https://github.com/guillaume-bosc/BalanceSpan
(For example, mining (im)-balanced drafting in MOBA games).
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 56 / 59
Outline
1 Predictive models from behavioral data
2 Unscrambling confusion matrices to identify aliases
3 Enumerating the lattice of binary classifiers
4 Discovering strategies and balance issues
5 Conclusion
Conclusion
Take away facts
E-sport may not be a ’true’ sport, but its development is incredible
New challenges in video game design and analytics: fun/difficulty
paradigm to satisfy standard players and pro
Games traces hide individual patterns
In StarCraft 2, ia customizable keyboard usage
When avatar aliases are present, one needs to unscramble the confusion
matrix
To avoid biases, on can build the lattice of binary classifiers
Games traces hide strategies
Sequential pattern mining with a new measure, the balance measure
can help discovering such patterns
It can be applied in any zero-sum game scenario for descriptive
analytics
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 58 / 59
Thanks to my colleagues
at INSA/ LIRIS: Guillaume Bosc, Jean-Fran¸cois Boulicaut,
Victor Codocedo, Quentin Labernia, Marc Plantevit, C´eline Robardet
at MIT Media Lab / Game Lab: Philip Tan
at INRIA: Chedy Ra¨ıssi
and most importantly to you and the AIST organization team!
M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 59 / 59

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Kaytoue Mehdi - Finding duplicate labels in behavioral data: an application for E-Sport analytics.

  • 1. Finding duplicate labels in behavioral data An application for E-Sport analytics Mehdi Kaytoue 2016, Ekaterinburg, Russia
  • 2. Une histoire de cigognes... My hometown My teddy-bear Ekaterinburg M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 2 / 59
  • 3. Short bio 2011 – Ph. D. from University de Lorraine, Nancy, France: Mining numerical data with formal concept analysis with Amedeo Napoli and a strong collaboration with Sergei O. Kuznetsov. 2011 – Post-doc in Belo Horizonte (Brazil) with Wagner Meira Jr. 2012 – Assistant professor at INSA Lyon, team data mining and machine learning lead (at the time) by Jean-Fran¸cois Boulicaut (now by C´eline Robardet). M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 3 / 59
  • 4. What I could have been talking about Constrained pattern mining A database, e.g. transaction database A fixed pattern shape, e.g. itemsets A search space of all possible patterns (generally a lattice) Several constraints, e.g. min. frequency Goal: complete, correct, (non redundant) extraction of patterns sat. the constraints M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 4 / 59
  • 5. What I could have been talking about Constrained pattern mining Numerical data, sequential data, graph data, augmented graphs, ... Family of constraints, bounds Discriminant patterns Formal and generic frameworks, e.g. Formal Concept Analysis Generic algorithms and pattern domains that can be applied in many application domains M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 5 / 59
  • 6. Patterns in dynamic attributed graphs • Triggering patterns: attribute variations
 can impact the topology of the graph
 < {a+, b+}, {c-},{deg+} > 17
  • 7. Supervised descriptive rules discovery description —> class label(s) Langages with different expressivity Heuristic approaches (beam search) Subgroup discovery:
 stat. distribution of classes Redescription mining:
 Jaccard betwen the supports Pareto frontiers:
 when several measures 18
  • 8. Telematics Mobility trace Asset 290 – 6 h Asset 290 –
  • 9. Journalism • Mr. Y says: unemployment decreases! • He is not wrong but… • Politicians are experts for giving facts true in the favorable contexte • A context = a pattern!
 the goal is to re- contextualize the fact automatically Mandat Mr. Y Mandat Mr. X
  • 10. Contextualized sub-graph mining Sous-graphe des jeunes, le lundi
 avec un abonnement velov
  • 11. Event detection from social media
  • 12. But today ... League of Legends – NA LCS Summer Final Madison Square Garden in New York, NY (19 August 2015) M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 6 / 59
  • 13. Competitive gaming is raising drastically Video game is a lucrative industry People enjoy watching other playing (streaming via Twitch.tv) E-sports: professional cyberathletes with teams, commentators, sponsors, cash prizes, ... ; between sport and pure marketing G. Cheung and J. Huang. Starcraft from the stands: understanding the game spectator. In SIGCHI Conference on Human Factors in Computing Systems. ACM, 2011, pp. 763–772. M. Kaytoue, A. Silva, L. Cerf, W. Meira Jr. et C. Ra¨ıssi Watch me playing, i am a professional: a first study on video game live streaming. In WWW 2012 (Companion Volume), pages 1181–1188. ACM, 2012. T. L. Taylor Raising the Stakes:E-Sports and the Professionalization of Computer Gaming. In MIT Press, 2012. M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 7 / 59
  • 14. A lot of challenges Millions of games played on a daily basis Security issues Bugs, cheaters Balance issues Fun vs challenging agents Profiling & prediction Match preparation Playground for AI research Arthur von Eschen Machine Learning and Data Mining in Call of Duty (invited industrial talk). European Conference on Machine Learning and Knowledge Discovery in Databases, ECML/PKDD, Nancy, France, Sept. 2014) S. Ontanon, G. Synnaeve, A. Uriarte, F. Richoux, D. Churchill, and M. Preuss, A survey of real-time strategy game ai research and competition in starcraft. Computational Intelligence and AI in Games, IEEE Transactions on, vol. 5, no. 4, pp. 293–311, 2013.) M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 8 / 59
  • 15. StarCraft II: real time strategy game Description Two players are battling against each other on a map Each chooses a faction (Zerg, Terran, Protoss: 6 different match-up are possible) Goal: use units to gather resources, to create buildings that can produce units ... establish a strategy (choose the right buildings and army composition) to destroy your opponent. M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 9 / 59
  • 16. Observation 1 Players and teams observe game records of others Complete game logs are available Global ranking as well (such as ATP in tennis) More and more players use sev- eral [un-]official accounts to hide their games and not being studied by the others http://leagueoflegends.wikia.com/wiki/Smurf https://www.reddit.com/r/starcraft/comments/3gkfso/sc2_who_is_that_smurf/ M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 10 / 59
  • 17. Problem 1 Player1 Avatar1 Player2 Avatar2 Match Avatar3 Viewers ?|||||||| Can we identify if two avatars belong to the same player? We have huge amounts of behavioral data! M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 11 / 59
  • 18. Observation 2 and problem 2 Esport has all elements of a sport (pro, amateurs, coach, commentators, competition with high prizes, sponsors ...) Studying the strategies of the players is a key problem Can we discover automatically strategies from game traces? Game editors need balanced games Players need to discover frequent strategies of their opponents Discovering patterns reveling strategies characteristic of a player of a win/loss in general M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 12 / 59
  • 19. Outline 1 Predictive models from behavioral data 2 Unscrambling confusion matrices to identify aliases 3 Enumerating the lattice of binary classifiers 4 Discovering strategies and balance issues 5 Conclusion
  • 20. Behavioral data as replay files The RTS game StarCraft 2: to improve strategy execution, players assign control groups to units and buildings, bind them to keyboard hotkeys (1, 2, ..., 9, 0), use them intensively along with the mouse (see on Youtube ’moon APM demo’) Source: Yan et al., SIGCHI2015 Avatar Game trace Outcome RorO s,s,hotkey4a,s,hotkey3a,s,hotkey3s, ... Lose TAiLS Base,hotkey1a,s,hotkey1s,s,hotkey1s, ... Win M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 14 / 59
  • 21. Keyboard usage patterns Hypothesis A player cannot hide behavioural patterns when changing avatars 0510152025 OOOOOOOOOOOOOX OOOOOOOOOOOOOOOOOOOOX OOOOXX OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOX OOOOOOOOOOOOOOOOOOX OOX OOOOXX OOOOOOOOOX OOOOOOOOOOOOOXXXX OOOOOOOOOOOOX OOOOOOOOOOOOOX OOOOOOOOX OOOOOOOOOOOOOXXX OOOOOOOOOOOOOXX OOOOOXXX OOX OOXXXXXXXXXX OOOOXXX OOX OOOX OOOXXXX OOX OOXXXX OOOOOXXX OOOOX OOOOX OOOXXX OOOOOOOX OOOOOOOOXXXX OOOOOOOXXXXX OOXXXXXXXX OXXXXXXXXXXXXXXXXXXXXXXXXXXXX OXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX OXXXXXX OOOXXXXXXXXXXXX OOXXXXXX OXXXXXXXXXXXXX OOOXXXXXXXXXX OOOOXXXXXXXX OOXXXXXXXXXXXXXXX OX OOOOOXX OXXX OXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX OOOOOOXXXXXXXXXXXXXX OOXXXXXXXXXXXX OXXXXXXXXXXXXXXXXXXXXXXXXXXX OOOOOOOOOOOOOOOXX OXXXX OXXXXXXXXXXXX OOXXXXXXXXXXXXXXXXXXXXXX OX OOOX OXXX OOOOOOOX OOOOOOOOXX OX OX OOOOOOOOOOX OX OOOOOOOOOO Dendogram of a hierarchical clustering from 708 traces from 354 games: each color denotes a unique avatar M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 15 / 59
  • 22. Predictive models with high accuracy 101 102 103 1040.5 0.6 0.7 0.8 0.9 1.0 Precision θ=5 j48 smo nbayes knn 101 102 103 1040.5 0.6 0.7 0.8 0.9 1.0θ=10 j48 smo nbayes knn 101 102 103 104 log(τ) 0.5 0.6 0.7 0.8 0.9 1.0 Precision θ=15 j48 smo nbayes knn 101 102 103 104 log(τ) 0.5 0.6 0.7 0.8 0.9 1.0θ=20 j48 smo nbayes knn Precision Hotkeys hide unique patterns 20 first seconds of the game are enough 20 games are enough We found a similar result, but considering on purpose dataset without avatar aliases, since precision drastically drops Eddie Q. Yan, Jeff Huang, Gifford K. Cheung. Masters of Control: Behavioral Patterns of Simultaneous Unit Group Manipulation in StarCraft2. In CHI 2015, Crossings, Seoul, Korea 37–11, 2015. M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 16 / 59
  • 23. The duplicate label problem M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 17 / 59
  • 24. Outline 1 Predictive models from behavioral data 2 Unscrambling confusion matrices to identify aliases 3 Enumerating the lattice of binary classifiers 4 Discovering strategies and balance issues 5 Conclusion
  • 25. Notations A prediction model ρ : T → L is learned T a set of traces L a set of trace labels (the avatars) Tl the set of traces generated by avatar l ∈ L The model is evaluated (e.g. cross-validation) ρ(t) ∈ L return the model prediction for the trace t ∈ T Confusion matrix ˜Cρ = [ci,j /|Tli |] with ci,j = |{t ∈ Tli s.t. ρ(t) = lj }| l1 l2 l3 l4 l5 l1 0.6 0.4 0 0 0 l2 0.4 0.55 0.05 0 0 l3 0 0 0.8 0.15 0.05 l4 0 0.05 0 0.7 0.25 l5 0 0 0 0.5 0.5 M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 19 / 59
  • 26. Objectives Idea: two avatars of the same player should draw a high confusion l1 l2 l3 l4 l5 l1 0.6 0.4 0 0 0 l2 0.4 0.55 0.05 0 0 l3 0 0 0.8 0.15 0.05 l4 0 0.05 0 0.7 0.25 l5 0 0 0 0.5 0.5 We are searching for pairs of labels that concentrate the confusion (arbitrary sets are left for later) ˜Cρ ij ˜Cρ ji ˜Cρ ii ˜Cρ jj ˜Cρ ij + ˜Cρ ji + ˜Cρ ii + ˜Cρ jj 2 ... li lj ... ... ... li ... Ci,i Ci,j ... lj ... Cj,i Cj,j ... ... ... M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 20 / 59
  • 27. Method (1/2): extract fuzzy concepts Formal Concept Analysis (FCA) with a fuzzy set intersection Each label (row) is considered as a fuzzy set Labels and their (fuzzy) intersections form a semi-lattice Closed sets are extracted and scored (monotone) M. Kaytoue, V. Codocedo, A. Buzmakov, J. Baixeries, S.O. Kuznetsov, A. Napoli: Pattern Structures and Concept Lattices for Data Mining and Knowledge Processing. ECML/PKDD 2015, Nectar track Example l1 l2 l3 l4 l5 l1 0.6 0.4 0 0 0 l2 0.4 0.55 0.05 0 0 l3 0 0 0.8 0.15 0.05 l4 0 0.05 0 0.7 0.25 l5 0 0 0 0.5 0.5 δ(l1) = {l0.6 1 , l0.4 2 , l0 3 , l0 4 , l0 5 } δ(l2) = {l0.4 1 , l0.55 2 , l0.05 3 , l0 4 , l0 5 } d = δ(l1) δ(l2) = {l0.4 1 , l0.4 2 , l0 3 , l0 4 , l0 5 } support(d) = {l1, l2} s(d) = |L| j=1 dj = 0.8 The pair (l1, l2) is an avatar alias candidate M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 21 / 59
  • 28. Method (2/2): rank and filter pairs Candidate pairs are scored A cosine similarity is used, the highest the better cluster score(ai , aj ) = cosine( ˜Cρ ii , ˜Cρ ij , ˜Cρ jj , ˜Cρ ji ) ... li lj ... ... ... li ... Ci,i Ci,j ... lj ... Cj,i Cj,j ... ... ... Why? ai aj ai 1 0 aj 1 0 cosine( 1, 0 , 0, 1 ) = 0 Candidates are ranked; the list is cut with a threshold if necessary M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 22 / 59
  • 29. Experimental settings Datasets Collection 1 - 2014 World Championship Series: 955 one-versus-one high level games and 171 unique players Collection 2 - Spawning Tool Website crawl July 2014: 10,108 one-versus-one games and 3,805 players 1 10 100 1000 200 400 600 800 1000 1200 1400 Numberofgamesplayed(log-scale) Number of players Collection 2 Collection 1 0 20 40 60 80 100 0 100 200 300 400 500 600 700 800 900 1000 %Actions Time (secs) Base Selection SingleMineral Hotkeys M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 23 / 59
  • 30. Chosen features allow powerful prediction 101 102 103 1040.5 0.6 0.7 0.8 0.9 1.0 AUC θ=5 j48 smo nbayes knn 101 102 103 1040.5 0.6 0.7 0.8 0.9 1.0θ=10 j48 smo nbayes knn 101 102 103 104 log(τ) 0.5 0.6 0.7 0.8 0.9 1.0 AUC θ=15 j48 smo nbayes knn 101 102 103 104 log(τ) 0.5 0.6 0.7 0.8 0.9 1.0θ=20 j48 smo nbayes knn AUC 101 102 103 1040.5 0.6 0.7 0.8 0.9 1.0 Precision θ=5 j48 smo nbayes knn 101 102 103 1040.5 0.6 0.7 0.8 0.9 1.0θ=10 j48 smo nbayes knn 101 102 103 104 log(τ) 0.5 0.6 0.7 0.8 0.9 1.0 Precision θ=15 j48 smo nbayes knn 101 102 103 104 log(τ) 0.5 0.6 0.7 0.8 0.9 1.0θ=20 j48 smo nbayes knn Precision M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 24 / 59
  • 31. Building a ground truth and evaluating aliases retrieval Idea: each class is split into several; can we retrieve them? Parameters:: γ = 0.2, θ = 20, λ = 0.9, τ = 90 Surrogates Classifier F1 MAP Recall AUC Precision P@10 j48 0.468 0.824 0.805 0.904 0.33 1.0 naivebayes 0.226 0.740 0.390 0.915 0.16 0.8 smo 0.312 0.971 0.536 0.993 0.22 1.0 knn 0.567 0.822 0.976 0.882 0.4 0.9 Surrogates & URLS Classifier F1 MAP Recall AUC Precision P@10 j48 0.588 0.907 0.606 0.866 0.57 1.0 naivebayes 0.443 0.857 0.457 0.864 0.43 1.0 smo 0.257 0.912 0.266 0.945 0.25 1.0 knn 0.670 0.937 0.691 0.874 0.65 1.0 Surrogates & URLS & Names Classifier F1 MAP Recall AUC Precision P@10 j48 0.689 0.983 0.606 0.935 0.8 1.0 naivebayes 0.560 0.943 0.492 0.906 0.65 1.0 smo 0.258 0.949 0.227 0.960 0.3 1.0 knn 0.758 0.967 0.667 0.792 0.88 1.0 M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 25 / 59
  • 32. About false positive Some FP are not (same unique id hidden for the experiments) Some FP with high score are actually the avatars we are looking for! 0.6 0.7 0.8 0.9 1.0 1.1 Score 0 5 10 15 20 Ranking EGaLive - aLiveRC SMO Top 20 : γ=0.05, θ=5, λ=0.9 SUG URL NAMES FP M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 26 / 59
  • 33. Outline 1 Predictive models from behavioral data 2 Unscrambling confusion matrices to identify aliases 3 Enumerating the lattice of binary classifiers 4 Discovering strategies and balance issues 5 Conclusion
  • 34. Can we do better? (bi)-cluster the confusion matrix Cavadenti, O., V. Codocedo, J.-F. Boulicaut, et M. Kaytoue. When cyberathletes conceal their game : Clustering confusion matrices to identify avatar aliases. Dans International Conference on Data Science and Advanced Analytics (IEEE DSAA 2015). 1 2 3 4 5 1 10 8 0 0 0 2 7 8 1 0 0 3 0 0 5 3 1 4 0 1 0 12 6 5 0 0 0 5 8 The model is built a false labeling! Some labels may be hard to be learned Imbalanced distribution of the labels Non enough samples for some labels Virtual identities may be shared M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 28 / 59
  • 35. General intuition The problem of finding label duplicates Given a set of instances (game traces) T each taking a label in L Find a tolerance relation over L, that is, a set of subsets of L covering L, possibly with non-empty intersections (more general than a partition). Basically A tolerance relation is an anti-chain of the lattice of label subsets (2L, ⊆) {{l1, l2}, {l3}, {l4, l5}} {{l1, l2, l3}, {l3, l4, l5}} ... M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 29 / 59
  • 36. General idea Build a binary classifier for all subsets of labels L Ø For each, B ⊂ L, we have a model ρB : T −→ {+, −} with + = B et − = ¯B, provided with its confusion matrix Desiderata A set B ⊂ L is valid iff it represent a set of duplicate labels How to select these valid sets? How to avoid building 2|L| models? M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 30 / 59
  • 37. F1-mesure for each label set B Predicted Actual CρB + − + α++ α+− − α−+ α−− F1-mesure Given B ⊂ L and CρB : ϕB = 2 · α++ (2 · α++) + (α+−) + (α−+) M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 31 / 59
  • 38. First constraint Given C, D ⊂ L and E = C ∪ D. Greedy model improvement E is valid if ϕE ≥ max(ϕC , ϕD) φE ? φc =0.5 φD =0.4 M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 32 / 59
  • 39. Is it enough? (actually it is...) Given C, D ⊂ L and how the corresponding models classified 10 instances C D C and D are probably not duplicate labels C D C and D are probably duplicate labels M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 33 / 59
  • 40. Constraint 2 For E ⊆ L, PE is composed of the instances classified as TP, FN, FP. Instance coverage E ⊆ L is valid if max(|PC |, |PD|) ≤ |PE | ≤ |PC | + |PD| − µ(PC , PD) · θ with µ a measure (min, max) and θ ∈ [0; 1]. Intuitively, if E is valid, we should have PE = PC ∩ PD, having similar traces. M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 34 / 59
  • 41. Algorithm Generate all subsets, level-wise, bottom-up For each subset B ⊂ L, Learn model ρB Validate (crossed validation) Compute scores Check constraints (remove from candidates otherwise) Continue next level with current candidates The result is given by the maximal elements (size-wise/inclusion-wise) L Ø M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 35 / 59
  • 42. Experimental settings Datasets Collection C1 - 2014 World Championship Series: 955 one-versus-one high level games and 171 unique players Collection C2 - Spawning Tool Website crawl July 2014: 10,108 one-versus-one games and 3,805 players Need a ground truth from C1. M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 36 / 59
  • 43. Ground truth Imagine several traces/instances of A ∈ L. A A A A A A M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 37 / 59
  • 44. Ground truth Imagine several traces/instances of A ∈ L. A A A B B B Balanced split 50% – 50% M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 37 / 59
  • 45. Ground truth Imagine several traces/instances of A ∈ L. A A B B C C Balanced split 33% – 33% – 33% M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 37 / 59
  • 46. Ground truth Imagine several traces/instances of A ∈ L. A A B B B B Imbalanced split 33 % – 66 % M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 37 / 59
  • 47. Experimental results on C1 q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q qq q q q q q q q q q q q q q q q q q q q q q0.00 0.25 0.50 0.75 1.00 1_1 2_3 1_4 1_1_1 1_1_2 1_2_3 1_1_1_1 1_1_2_2 1_2_3_4 Proportions Précision q q qq q q q q q q qq q q q q qq q qq q q q q qq q q q q q q q q q q q q q q q q q q q q q q q q q q q0.00 0.25 0.50 0.75 1.00 1_1 2_3 1_4 1_1_1 1_1_2 1_2_3 1_1_1_1 1_1_2_2 1_2_3_4 Proportions Rappel 0 50 100 1_1 2_3 1_4 1_1_1 1_1_2 1_2_3 1_1_1_1 1_1_2_2 1_2_3_4 Proportions Durée(sec.) classifier SMO RandomForest NaiveBayes MultilayerPerceptron J48 IBk New pairs found on C2 with imbalanced distribution For example Ex-pro EGStephanoRC associated to a lIlIlIllIIII name M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 38 / 59
  • 48. Outline 1 Predictive models from behavioral data 2 Unscrambling confusion matrices to identify aliases 3 Enumerating the lattice of binary classifiers 4 Discovering strategies and balance issues 5 Conclusion
  • 49. Goal Discovery of strategies Automatically from a large set of games Evaluate their capacity to win/loose Framework Sequential pattern mining Discriminant pattern mining Jian Pei et al. PrefixSpan: Mining Sequential Patterns by Prefix-Projected Growth. In ICDE, 2001. Guozhu Dong, Jinyan Li Efficient Mining of Emerging Patterns : Discovering Trends and Differences. In KDD, 1999. M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 40 / 59
  • 50. Sequential pattern mining id description s1 a{abc}{ac}d{cf } s2 {ad}c{bc}{ae} s3 {ef }{ab}{df }cb s4 eg{af }cbc Example Set of items: I = {a, b, c, d, e, f } Sequence : s1 = a{abc}{ac}d{cf } Sub-sequence: abc a{abc}{ac}d{cf } Frequent sub-sequence: cb s2, s3, s4 ⇒ |supportD( cb )| = |{s2, s3, s4}| = 3 ≥ minSupp = 2 Problem : extract the complete and correct collection of frequent sequential patterns M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 41 / 59
  • 51. Emerging pattern [Dong, Li - 1999] id description class s1 a{abc}{ac}d{cf } + s2 {ad}cc{bbc}{ae} + s3 {ef }{ab}{df }cb cb − s4 eg{af }cbcbc − Discriminating power Each sequence is labeled (+ or −) A pattern is emerging if it has a high support in a class and low one in the other Growth-rate: gr(s, Dx ) = |support(s,Dx )| |Dx | × |Dy | |support(s,Dy )| gr( cb , D−) = 2 2 × 2 1 = 2 P. K. Novak, N. Lavrac, and G. I. Webb.: Supervised descriptive rule discovery: A unifying survey of contrast set, emerging pattern and subgroup mining.. J. Mach. Learn. Res., 10:377–403, 2009. M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 42 / 59
  • 52. How to encode game logs? Case 1 : Sequence Winner (j1, a){(j1, b)(j1, c)(j2, c)}{(j2, a)(j1, d)}(j2, b) j1 (j3, a){(j3, b)(j3, c)(j3, d)}{(j1, b)(j1, c)}(j1, d) j3 but we wish to generalize to + and − classes only Case 2 : Player sequence class j1 a{bc}d + j2 c{ab} − j1 a{bcd} − j3 {bc}d + ⇒ but we need to take into account the action/reaction principle Proposed encoding: Sequence (a, +){(b, +)(c, +)(c, −)}{(a, −)(d, +)}(b, −) (a, +){(b, +)(c, +)(d, +)}{(b, −)(c, −)}(d, −) M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 43 / 59
  • 53. Definitions Items Sequence can take symbols in I = A × R o`u R = {+, −}. Dual of an item, of a sequence The dual of item i = (a, r) ∈ I is given by ˜i = (a, Rr) ∈ I. The dual of a sequence s, denoted ˜s, is obtained by replacing each item (a, r) ∈ I with its dual (a, Rr) ∈ I. Example s = {(a, −)(b, +)(c, −)}(e, +) ˜s = {(a, +)(b, −)(c, +)}(e, −) M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 44 / 59
  • 54. Discriminating measure The balance measure) Let s be a frequent sequential pattern, balance(s) = |supportD(s)| |supportD(s)| + |supportD(˜s)| Properties balance(s) ∈ [0; 1] balance(s) = 0.5 ⇒ balanced strategy balance(s) = 1 or 0 ⇒ imbalanced strategy balance(s) + balance(˜s) = 1 M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 45 / 59
  • 55. PrefixSpan [Han et al., 2001] Algorithm that enumerates frequent sequence prefixes Input: Sequence database (encoded game logs) Minimal support (minSupp) Output : All frequent sequential patterns and only them i1 i2 i6 i3 i4 i5 <i1> <i1 i2> <{i1 i6}> <i4> <i5> <i1 i3> M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 46 / 59
  • 56. Algorithms Balance measure computation As a post processing Naively For each frequent pattern, builds its dual Scan the base to get its support Naive optimization i1 i1 i2 i3 i4 i5 i6 1,q2,q6,q10 1,q2,q20 1,q6 3,q7,q14 3,q8,q9 3,q6,q10,q15 i1 ... ... ... ... ... ... ... Item Dual(Item) i1 i2 i3 i4 i5 i6 i4 i6 i5 i1 i3 i2 SupportDual(<i1>)q=qSeq(Dual(i1),i1)q=q{3,7,14} SupportDual(<i1qi2>)q=qIntersect(SupportDual(<i1>),Seq(Dual(i2),i1)q=q{3} Seq i2 i6 i3 i4 i5 <i1> <i1qi2> <{i1qi6}> <i4> <i5> <i1qi3> M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 47 / 59
  • 57. Algorithm Suppressing redundant patterns s = {(a, −)(b, +)(c, −)}(e, +) ˜s = {(a, +)(b, −)(c, +)}(e, −) As a post process Double search in the prefix tree i1 Item Dual(Item) i1 i2 i3 i4 i5 i6 i4 i6 i5 i1 i3 i2 i2 i6 i3 i4 i5 <i1> <i1 i2> <{i1 i6}> <i4> <i5> <i1 i3> M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 48 / 59
  • 58. Algorithms Actually, plenty of algorithm adaptations are possible for some particular cases of datasets We designed an efficient and generic algorithm Extends PrefixSpan by considering two projected databases per node. G. Bosc, M. Kaytoue, C. Ra¨ıssy, J.-F. Boulicaut, P. Tan. Mining Balanced Sequential Patterns in RTS Games. European Conference on Artificial Intelligence, ECAI 2014 G. Bosc, P.Tan, J.-F. Boulicaut, C. Ra¨ıssy and M. Kaytoue A Pattern Mining Approach to Study Strategy Balance in RTS Games. IEEE Transactions on Computational Games and Artificial Intelligence (early access), 2015. Another work applied to StarCraft II data C. Low-Kam, C. Ra¨ıssi, M. Kaytoue, J. Pei Mining Statistically Significant Sequential Patterns. International Conference on Data Mining (ICDM) 2013. M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 49 / 59
  • 59. Data collection Scraping 371 267 replays Filtering to keep 90 768 games, 30 678 different players 0 10000 20000 30000 40000 50000 60000 70000 80000 90000 100000 0 5 10 15 20 25 30 35 40 Replay Time (min) 0 100 200 300 400 500 600 0 5 10 15 20 25 30 35 40 APM Time (min) Average + Standard deviation Average Average - Standard deviation 0 20 40 60 80 100 0 5 10 15 20 25 30 35 40 % Actions Time (min) Build Train Select Move Click Research Upgrade HotKey Minimap Other M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 50 / 59
  • 60. Sequence dataset Data Build Item Seq. IS I/IS PvP 1,160 6,668 11.5 2.0 PvT 3,655 18,754 19.0 2.6 PvZ 3,748 22,784 19.6 2.7 TvT 2,201 7,457 20.7 2.8 TvZ 4,492 23,637 22.5 2.8 ZvZ 1,689 9,554 14.2 2.2 Table: Encoding building construction during the 10 first minutes M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 51 / 59
  • 61. Quantitative results M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 52 / 59
  • 62. Quantitative results Symmetric axis: y = 0.5 Non perfect symmetry: if a sequence s is frequent, it does not imply that ˜s is frequent too Pattern with highest support are the most known strategies and are balanced M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 53 / 59
  • 63. Example of discovered patterns [Forge-Expand] Protoss strategy in PvZ Motivation: favor economy in early game while still being able to defend minSupp 5% - 591 patterns s = {(Nexus, 5, +)}{(Gateway, 6, +)(PhotonCannon, 6, +)} - balance(s) = 0.52 s = {(Nexus, 5, +)}{(PhotonCannon, 6, +)(Assimilator, 6, +)} - balance(s) = 0.52 Temps (sec) 36A-A40A: 96A-A106A: 132A-A145A: 132A-A145A: 144A-A158A: 144A-A158A: 144A-A158A: Action Pylon Forge Nexus Pylon Gateway PhotonACannon AssimilatorAx2 BuildAOrderA:AForgeAExpand Source : http://www.teamliquid.net/ M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 54 / 59
  • 64. Example of discovered patterns [4 Gates] Protoss strategy in PvP Motivation: all-in, aggressive, early game attack (scarifies economy) minSupp 5% - 3418 motifs s = {(Gateway, 3, +, 1) (Assimilator, 3, +, 1)} {(Cyb.Core, 4, +, 1)} {(Gateway, 7, +, 2) (Gateway, 7, +, 3) (Gateway, 7, +, 4)} - balance(s) = 0.59 Temps (sec) 36W-W40W: 72W-W79W: 96W-W106W: 108W-W119W: 132W-W145W: 192W-W211W: 216W-W238W: 240W-W264W: 240W-W264W: Action Pylon Gateway Assimilator Pylon CyberneticsWCore Warpgate GatewayWx3 Pylon Assimilator BuildWOrderW:W4WGates Source : http://www.teamliquid.net/ M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 55 / 59
  • 65. Imbalanced strategies A hot topic for game editors TvZ + minSupp = 1% : 17 990 patterns “Bunker-Rush” detected and imbalanced Bunker contained 602 motifs 20 patterns with balance(s) ≥ 0.6 or ≤ 0.4 when the bunker is done in early game s = {(Barracks, 1, S, 1)}, {(SpPool, 4, F, 1)}, {(Bunker, 6, S, 1), (SpCrawler, 6, F, 1)} (balance(s) = 0.61) This balance issue has been actually corrected (May 2012): a Zerg counter unit as been slightly improved and bunker timing is longer. We divided the dataset into two and run a comparative analysis, frequent patterns with bunkers are more balanced. The code is available and can be used for other tasks! https://github.com/guillaume-bosc/BalanceSpan (For example, mining (im)-balanced drafting in MOBA games). M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 56 / 59
  • 66. Outline 1 Predictive models from behavioral data 2 Unscrambling confusion matrices to identify aliases 3 Enumerating the lattice of binary classifiers 4 Discovering strategies and balance issues 5 Conclusion
  • 67. Conclusion Take away facts E-sport may not be a ’true’ sport, but its development is incredible New challenges in video game design and analytics: fun/difficulty paradigm to satisfy standard players and pro Games traces hide individual patterns In StarCraft 2, ia customizable keyboard usage When avatar aliases are present, one needs to unscramble the confusion matrix To avoid biases, on can build the lattice of binary classifiers Games traces hide strategies Sequential pattern mining with a new measure, the balance measure can help discovering such patterns It can be applied in any zero-sum game scenario for descriptive analytics M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 58 / 59
  • 68. Thanks to my colleagues at INSA/ LIRIS: Guillaume Bosc, Jean-Fran¸cois Boulicaut, Victor Codocedo, Quentin Labernia, Marc Plantevit, C´eline Robardet at MIT Media Lab / Game Lab: Philip Tan at INRIA: Chedy Ra¨ıssi and most importantly to you and the AIST organization team! M. Kaytoue (INSA de Lyon, LIRIS) Video gaming and Digital signatures AIST 2016 59 / 59